Learnlets

Secondary

Clark Quinn’s Learnings about Learning

Search Results for: top 10

Interviewed about mobile

30 October 2012 by Clark 1 Comment

Denise VanderLinde, a  student from Florida Gulf Coast University, interviewed me on mobile.  Here’s the (largely unedited) transcript she provided for me:

  1. What is your definition of mobile learning? Using a mobile device to make us more effective, either in the moment or developing us over time. A mobile device is a small portable device that is with us all the time and we are doing something with it because of where we are.
  2. Would you consider a laptop a Mobile Device? A laptop is not normally considered a mobile device and this topic has been discussed and argued at length, in fact, amongst industry leaders who concur that they are essentially ‘mobile desk tops‘. ‘Pocket-able devices‘ such as tablets and phones are considered mobile devices generally. Phones are usually used to access some information quickly and then it is put away and iPad or other tablet can be used for content creation and can be used for more long-term usage.
  3. Can you tell me about your success story of using mobile technology for learning (or training, or performance improvement)? My company doesn‘t create solutions so much as helping people come up with the strategies to do it. When I was designing solutions, though, a cell phone technology provider approached us to supplement a face to face training course on negotiation to be delivered via the phone. I designed a solution that incorporated (amongst other things) a quiz with 19 elements that were deemed important subject matter that trainees should know cold, 10 little mini scenarios trainees might be subject to, performance support for 16 stages of negotiation and the questions trainees should be asking themselves at each stage.
  4. What important development trends do you see coming down the pike in mobile learning? Context sensitive; we have the capability now but we‘re not taking advantage of it yet. The opportunity to know where people are (GPS chip) and what they are doing via their mobile calendars. That way we can tailor what we pull or push to/from individuals based on their locations and what sorts of meetings they attend and on what subjects etc. to meet individual‘s needs better.
  5. What important problems do you think still need to be resolved in mobile learning?
    1. Cross Platform issue/ lack of standards – html 5 not standard yet but if it were would be great but there will be, of course, resistance by software companies like Apple, Google, Microsoft etc.
    2. I would love to see productivity tools available to enable users to design/write their own apps that meet their needs better.
    3. Thinking that M-learning is just ‘courses on a phone‘ is a change that we‘ve got to make. It‘s much more than that. It‘s about the 4 C‘s: Content, Communicate, Capture and Compute.
  6. Does your firm work predominantly with corporations or do you also work with teachers, schools and/or school boards in improving educational technology use in the classroom setting?   I haven‘t done much mobile K-12 but have done some higher education mobile work but most work in mobile has been corporate. People have their mobile device with them all the time so it‘s a great way to distribute knowledge to the world, not just one head.
  7. Do you find corporate and/or school staff still seem reluctant to use technology or do you see that trend shifting in more recent years? I haven‘t experienced much resistance unless people are asked to use their personal device that they pay for themselves. That is not going over so well but, overall, if you have the right culture, there hasn‘t been much resistance.
  8. Is there anything else at all that you would like to share at this time regarding mobile technology? The one that starts going hand in hand with mobile is to begin to think in a deeper way about Content Systems, about Content Modeling and Content Architectures. It‘s going to support mobile initially and that personalization going forward. I wrote an article on this topic and another is coming out soon in Learning Solutions Magazine.

 

Inoculating the organization

9 October 2012 by Clark Leave a Comment

I was having a discussion the other day with my ITA colleague Jay Cross, and the topic wandered over to how to use the social approaches we foster under the umbrella of the Coherent Organization to help organizations  become one. And I went feral.

Working Collaboratively and cooperativelyDo we work top down, or bottom up?  In the course of the conversation it occurred to me that given the model we propose, that you can’t just have the broader social network create it, and you can’t even really build a community of practice (CoP).  The smallest unit is the working group; how could we use that?

The thought that struck me was creating a working group who’s goal was to create a CoP around being a Coherent Organization. That is, they’d have to understand the principles, start defining and discussing it, document the opportunities, and start disseminating the ideas through the organization.  Inherently, it  has  to be viral, and the most effective way to introduce a virus is by inoculation.

The idea then is that the mission of the working group is to develop a community of practice around understanding and implementing developing communities of practice. It’s a bit recursive or self-referential, but it’s the seed that needs to sprout.  Seeding it is the action that’s needed to get it going, and then some feeding needs to happen.  While it’s possible that a self-supported initiative could survive, having some external support may make sense in making this happen.

Yes, I’m assuming that the end result is desirable and possible.  The former is, I think, reasonably well accepted (short form: working effectively is a necessary survival tactic, going forward), even if the path to get there isn’t.  I’m suggesting that this is a path to get there. It’s not easy; it takes persistence, support, all those things that make organizational initiatives succeed, with an understanding of the strategies, policies, and cultural adjustments needed.  Yet I’ll suggest that it is doable.  Now, it’s time to do it!

#itashare

The Wedge in the Door

14 June 2012 by Clark 2 Comments

When I started talking about mobile, I thought it was interesting adjunct to desktop computing. In fact, in my early (2000)  article on mobile learning, I said “Soon there will be essentially no distinction between mLearning and elearning.”  And I admit that I was wrong.  At least partly.  Let me explain.

It depends on how you define elearning. If you mean courses on the web, period, then I would be dead wrong. If, however, you believe elearning encompasses performance support, social, and informal learning, then I was right.  And I can fortunately say that I saw at least part of the vision: “accessible resources wherever you are, strong search capabilities, rich interaction, powerful support”.  Of course, I missed cameras, and GPS.

The reason I bring this up, however, is I now see, as Google has exclaimed, “Mobile first”.  I think that mobile is a wedge to open the door to much more.  It indeed may well be the first solution you should be looking to!

If you view mobile as a platform, you start bringing in all the platform capability perspective you see with the desktop (it’s used for everything).  And this perspective lets you view the role of mobile as more than learning, but instead impacting everything the organization is doing. You should be thinking this way anyway, but I see it too infrequently. Which is why mobile may be a wedge to open up change.

This is important for the L&D group to get their mind around: mobile isn’t about courses, it’s about supporting performance in all ways.  With this perspective comes several things: the opportunity to take a bigger role in the organization, the requirement to break down the silos, and a necessity to start thinking differently.  Are you ready?

Mobile Changes Everything?

15 May 2012 by Clark 18 Comments

As a prelude to a small webinar I’ll be doing next week (though it also serves to tee up the free Best of mLearnCon  webinar I’ll be doing for the eLearning Guild next week as well, here’re some deliberately provocative thoughts on mobile:

According to Tomi Ahonen, mobile is the fastest growing industry ever.  But just because everyone has one, what does it mean?  I think the implications are broader, but here I want to talk specifically about work and learning.  I want to suggest that it has the opportunity to totally upend the organization.  How? By broadening our understanding of how we work and learn.

The 70:20:10 framework, while not descriptive, does capture the reality that most of what we learn at work doesn’t come from courses (the ’10’).  Instead, we learn by coaching/mentoring (the ‘2o’), and ‘on the job’ (70).  Yet, by and large, the learning units in organizations are only addressing the 10 percent.  They could, and should, be looking at how to support the other 90, but haven’t seen it, yet there’re lots that can be done.

The bigger picture is that digital technology augments our brain.  Our brains are really  good at pattern-matching and extracting meaning. They’re also really  bad at doing rote things, particularly complex ones.  Fortunately, digital technology is exactly the opposite, so combined we’re far more capable.  This has been true at the desktop, with not only powerful tools, but support wrapped around tools and tasks.  Now it’s also true where- and whenever we are: we can share content, compute capabilities, and communication.  And you should  be able to see how that benefits the organization.

And more: it’s adding in something that the desktop didn’t really have: the ability to capture your current context, and to leverage that to your benefit. Your device can know when and where you are, and do things appropriately.

So why is this game-changing?  I want to suggest that the notion of a digital platform that supports us ubiquitously will be the inroad to recognize that the formal learning is not, and cannot, be separate from the work.  If we’re professionals, we’re always working and learning (as my colleague Harold Jarche extols us).  If a new platform comes out that’s ubiquitous yet relatively unsuited for courses, we have a forcing function to start thinking anew about what the role of learning and performance professionals is.  I suggest that there are rich ways we can think about coupling mobile with work.

Why do I suggest that courses on a phone isn’t the ideal solution?  You have to make some distinctions about the platform.  A tablet is just not  the same as a pocketable device. It has been hard to get a handle on how they differ, but I think you do need to recognize that they do.  For example, I’ll suggest that you’re not likely to want to take a full course on a pocketable device, however on a tablet that’d be quite feasible.

To take full advantage, you have to consider mobile as a platform, not just a device. It’s a channel for capability to reach across limitations of chronology and geography, and make us more productive. And more.  So, get on board, and get going to more and better performance.

Educational Game Design Q&A

4 May 2012 by Clark 2 Comments

I was contacted for a research project, and asked a series of questions. Thought I’d document the answers here, too.

Q0. How many years have you been designing educational games?

Over 30, actually, off and on.  Started with my first job out of college, designing and programming educational computer games.  Been a recurrent theme in my career since then.

Q1. Please walk us through your process for creating an educational game from concept to implementation. Please use one of your games as an example.

A long answer is the only option (it’s a big process).  Using a design framework of Analysis, Specification, Implementation, and Evaluation:

Analysis

For any educational task, you have to start by looking at what your design objective is: you need to document what folks should be able to do that they can’t do now. I argue that this is most importantly going to manifest as an ability to make better decisions, ones that the learner doesn’t reliably make now.  It’s complicated, because SMEs don’t always have access to how they do what they do, and you have to work hard.  This isn’t unusual to learning  design, except perhaps the focus on skills.

Then, you need to know how folks go wrong; what are the reliable misconceptions. People don’t tend to make random mistakes (though there is some randomness in our architecture), but instead make mistakes based upon some wrong models.

You also need to know the consequences of those mistakes, as well as the consequence of the right answer. Decisions tend to travel in packs, and if you make this one wrong, you’re then likely to face that other one. You need to know what these are.  (And the probabilities associated with them).

In addition, you need to know the settings in which these decisions occur, as many as possible.

And you need to know what makes this task inherently interesting (it is).  Here’s where the SME is your friend, because they’re so passionate about this they’ve made it the subject of their expertise, find out what makes them  find it interesting.

Specification

With this information, you address those aligned elements from effective education practice and engaging experiences.    You need to find a storyline that integrates what makes the task interesting with the settings in which the decisions occur.  I like a heuristic I heard from Henry Jenkins: “find a role the player would like to be in”. Exaggeration is a great tool here: e.g. you’d likely rather be working on the ambassador’s daughter than just another patient.

You need to make those misconceptions seductive to get challenge. You don’t want them getting it right unless they really  know their stuff.

You need to handle adjusting the difficulty level up at an appropriate rate; you might have complications that don’t start until after they’ve mastered the interface.

You need to specify characters, dialog, rules that describe the relationships, variables that code the state of the game, a visual (and auditory) look and feel.  The UI expressed to the learner, and more.

You’ll need to specify what the ‘perspective’ of the player is in relation to the character.

Overall, you need to nail meaningfulness, novelty, and the cycle of action and feedback to really get this right.

Finally, you need to specify the metrics you’ll use to evaluate your creation. What will be the usability goals, educational outcomes, and engagement metrics that will define you’re done?

Implementation & Evaluation

I’m a design guy, so I don’t talk so much about implementation, and evaluation follows the above.  That said…

The tools change constantly, and it will vary by size and scope. The main thing here is that you will  have to tune.  As Will Wright said, “tuning is 9/10ths of the work”.  Now that’s for a commercially viable game, but really, that’s a substantial realization compared to how complex the programming and media production is.

Tuning requires regular evaluation.  You’ll want to prototype in as low a fidelity as you can, so it’s easier to change.  Prototype, test, lather, rinse, repeat.  (Have ever 3 words ever sold more unnecessary product in human history?)

There’s much  more, but this is a good first cut.

Q2. Describe your greatest success, challenge, failure.

My greatest success, at least the most personally rewarding in terms of feeling like making a contribution, is definitely the Quest game. When you’re making a game that can save kids’ lives, you’ve got to feel good about it. On no  budget (we eventually got a little money to hire my honors student for a summer, and then some philanthropic money to do a real graphic treatment), we developed a game that helped kids who grow up without parents experience a bit of what it’s like to survive on your own (goal: talk to your counselors).  Interestingly, I subsequently got it ported to the web as a student project (as soon as I heard about CGI’s, the first web standard to support maintaining ‘state’, I realized it could run as a web game), and it still runs!  As far as I know, BTW, it’s the first web-based serious game ever.

My greatest challenge was another game you can still play on the web.  We’d developed a ‘linear scenario’ game on project management for non-project-managers, and they liked it so much they then asked for a game to accompany it.  But we’d already accomplished the learning!  Still, we did it.  I made the game about just managing to cope with missing data, scope creep, and other PM issues, so engineers could a) understand why they should be glad there were  project managers, and b) that they shouldn’t be jerks to work with.

Biggest failure that I recollect was a team brought together by a publisher to work with the lead author on a wildly successful book series.  There was a movie script writer who’d become a game designer, and me, and a very creative team. However, we had a real problem with the SME, who couldn’t get over the idea that the ‘game’ had to develop the concept without getting mired in the boring details of particular tools. We would get progress, and then generate a great concept, and we’d be reined back in to “but where’s the tool simulation”?  Unfortunately, the SME had ultimate control, not the creative team, and the continuing back and forth ultimately doomed the project.

Q3. When determining game play is avoiding violence an issue? Q4.  Is accounting for gender an issue when creating games?

I answered these two questions together; I don’t shy away from controversy, and believe that you use the design that works for the audience and the learning objective.  I believe education trumps censorship.  I argued many years ago (when Doom was the GTA of the day) that you could get meaningful learning experiences out of the worst of the shoot-em-ups.  Not that I’d advocate it.  Same with gender.  Figure out what’s needed.

As a caveat, I don’t believe in gratuitous violence, sex, or gender issues, (Why is sex more taboo than violence? I don’t get it.) but I believe you need to address them when relevant in context. In ways that glorify people, not violence or intolerance.

Q5. How did you develop your creation process?

I went from ad h0c at the start to trying to find the best grounding for process possible.  Even as an undergrad I had received a background in learning, but as a grad student I pursued it with a vengeance (I looked at cognitive, behavioral, constructivist, ID, social, even machine  learning looking for insight).  At the time, the HCI field was also looking at what made engaging experiences, and I pursued that too. The real integration happened when I looked systematically at design and creative processes: what worked and what didn’t.  Using the learning design process as a framework (since folks don’t tend to adopt new processes whole-cloth, but tend to modify their existing ones), I worked out what specifically was needed in addition to make the process work for (learning) game design.

Q6.  How do you work? Individually? As a team? If so, how do you develop a team?

Euphemistically, I work however anyone wants.  I seldom really do individual, however, because I have no graphic design skills to speak of (much to my dismay, but a person’s got to know their limitations, to paraphrase the great sage Harry Calahan).  Also, I strongly believe you should source the full suite of talent a game design needs: writing, audio, graphic, programming, UI, learning design, etc.  Naturally, in the real world, you do the best you can (“oh, I can do a good enough job of writing, and you can probably do a good enough job of audio as well as the programming”).

Q7. Is there a recipe for success in this industry? If so what is it and what would you say your biggest lesson has been so far?

My short answer is two-fold. I immodestly think that you really have to understand the alignment between effective practice and engaging experience (there’re lots of bad examples that show why you can’t just shove game and instructional designers into a room and expect anything good). Second, you have to know how to work and play well with others.  Game design is a team sport.

And finally, you really, really, have to develop your creative side.  As I tell my workshop attendees: I’ve got bad news, you have a big job ahead of you; if you’re going to do good serious game design, you’re going to have to play more games, go to more amusement parks, read more novels, watch more movies. It’s a big ask, I know, an onerous task, but hey, you’re professionals.   But you also have to be willing to take risks. Much to m’lady’s dismay, I argue that I continue to have to crack bad jokes as practice to find out what works (that’s my story, and I’m sticking with it).

If you can get a handle on these three elements: understanding the alignment, able to convince people to work with you on it, and push the envelope, I reckon you can succeed. What do you reckon?

Kapp’s Gamification for Learning and Instruction

23 April 2012 by Clark 11 Comments

Karl Kapp’s written another book, this time on gamification,  and I certainly liked his previous book with Tony O’Driscoll on Virtual Worlds.  This one’s got some great stuff in it too, and some other ideas that raise some hackles.

Let me get one of the quibbles out of the way at the start: I  hate  the title “The Gamification of Learning and Instruction” (to the point I previously wrote a post arguing instead for ‘engagification‘).  Karl  makes it clear that he’s not on the trivial notion of gamification: “Gamification is not  Badges, Points, and Rewards”.  My problem is that by just having the title, folks who don’t read the book will still point to it to justify  doing  the trivial stuff. I’d much rather he’d titled it something like “Beyond Gamification” or “Engagification” or “Serious Gamification” or something.  He can’t be blamed for people misusing the term, and even his book, but I still fret about the possible consequences.

With that caveat, I think there is a lot to like here.  Karl’s got the right perspective: “Serious games and gamification are both trying to  solve a problem, motivate people, and promote learning using  game-based  thinking and techniques.”  He does a good job of laying out the core ideas, such as:

“Games based on this complex subject matter work, not  because they include all the complexities, but precisely  because they reduce  the complexity and use broad generalizations to represent reality. The player  is involved in  an abstraction of events, ideas, and reality.”

I liked his chapter 2, as it does a good job of exploring the elements of games (though it’s not quite as categorical as I’d like ;).  He’s got pragmatic advices there, and lots of examples to help illustrate the possibilities.  He goes beyond serious games in a number of ways, talking about adding motivation factors for other things than making good decisions. I worry somewhat that folks might (and do) use the same things to get people to do things that they might not otherwise believe are good to do, and the ethical issues aren’t addressed too much, but again that’s not Karl’s point, as his many examples clearly show.

Chapters 7-9 are, to me, the most valuable from my point of view; how do you  do  game design (the focus of  Engaging Learning). Chapter 7  talks about Applying Gamification to Problem Solving and helps explain how serious games provide deep practice. Chapter 8 maps gamification on to different learning domains such as declarative, procedural, affective, and more. There are valuable hints and tips here for other areas as well as the ones I think are most important.  And Chapter 9 provides valuable guidance about the design process itself.

I wish there was more discussion of how meaningful challenges for problem-solving will  make  fact based learning more relevant, rather than just gamifying it, but that’s not necessarily the role of this book.  I very much like this statement, however: “The gamification of learning cannot be a random afterthought. It needs  to be carefully planned, well designed, and  undertaken with a careful balance of game, pedagogy, and simulation.”  Exactly!  You can’t just put instructional designers and game designers in the room together and expect good things to happen (look at all the bad examples of edutainment out there); you have to understand the alignment.

There are some interesting additional chapters.  Guest authors come in and write on motivations and achievements (Blair), the gamer perspective (presumably son Kapp), a case study of a serious initiative in gaming (Sanchez), and alternate reality games (Olbrish).  These provide valuable depth in a variety of ways; certainly Alicia Sanchez is walking the walk, and the alternate reality games that Koreen Olbrish are talking about have struck me as a really compelling opportunity.

There are flaws. I can’t comprehend how he can go from talking about objectives straight to talking about content.  Games are not about content, they’re about context; putting the player into a place where they have to make the decision that they need to be able to make as an outcome.  This statement really strikes me as wrong: “The goal of  gamification is to take content that is typically presented as a lecture or an  e-learning course and add  game-based elements…”. Given my focus on ability, not content, this predictably irks me.

Karl also misses what I would consider are some important folks who probably should be referenced.  While he did get Raph Koster and Jane McGonigal, he hasn’t cited Aldrich, Gee, Shaffer, Barab, Jenkins, Squire, Steinkuehler, or even Quinn (ok, I had to say it).  It seems a bit narrow-focused to miss at least  (the ‘other’ Clark)  Aldrich, who’s written now 4 books on the topic.  I mean, being an academic and all…. :)

Overall, I know he’s fighting for the right things, and think there’s some very broad and useful information in here. If you’re looking to make your learning designs more effective, this book will show you a lot of examples, give you some valuable frameworks, and provide many hints and tips.

Reimagined Learning: Content & Portfolio elaborated

10 April 2012 by Clark Leave a Comment

In a previous post I laid out the initial framework for rethinking learning design, and in a subsequent post I elaborated the activity component. I want to elaborate the rest a wee bit here.  Two additional components of the model around the activities were content and then products coupled with reflection.

Content, elaboratedOne of the driving points behind the model was to move away from content-driven learning, and start focusing on learning experience.  As a consequence, the activities were central, but content was there to be driven to from  the activities.  So, the activity would both motivate and contextualize the need to comprehend some concept or to access an example, and then there would be access paths to the content within  the activity. Or not, in that there might be a selection of content, or even the opportunity or need for the learner to choose relevant content. As with the activity, you gradually want to release responsibility to the learner for selecting content, initially modeling and increasingly devolving the locus of control.

Portfolio - product and reflections - elaboratedA second component is the output of the activity.  It was suggested that activities should generate products, such as solutions to problems, proposals for action, and more.  The activity would be structured to generate this product, and the product could either be a reflection itself (e.g. an event review) or tangible output.  It could be a document, audio, or even video. If the product itself is not a reflection, there should be one as well, a reflection.  Eventually, the product choice and reflection piece will be the responsibility of the learner, and consequently there will be a scaffolding and fading process here too.

Note that the product of learner activity could then  become  content for future activities.  The product could similarly be the basis for a subsequent activity.

The reflection itself is a self-evaluation mechanism, that is the learner should be looking at their own work as well as sharing the underlying thinking that led to the resulting product.  Peers could and should evaluate other’s products and reflections as an activity as well (getting just a wee bit recursive, but not problematically so). And, of course, the products and reflections are there for mentor evaluation.  And, as activities can be social, so too can the products be, and the reflections.

While digital tools aren’t required for this to work, it would certainly make sense from a wide-variety of perspectives to take advantage of digital tools. Rich media would make sense as content, and this could include augmented reality in contexts.  Further, creation tools could and should be used  to create products and or reflections. Of course, activities too could be digitally based such as simulations, whether desktop or digitally delivered, e.g. simulations or alternate reality games.

The notion is to try to reframe learning as a series of designed activities with guided reflections, and a gradual segue from mentor-designed to learner-owned.  Does this resonate?

Reimagining Learning

8 March 2012 by Clark 20 Comments

On the way to the recent Up To All Of Us unconference  (#utaou), I hadn’t planned a personal agenda.  However, I was going through the diagrams that I’d created on my iPad, and discovered one that I’d frankly forgotten. Which was nice, because it allowed me to review it with fresh eyes, and it resonated.  And I decided to put it out at the event to get feedback.  Let me talk you through it, because I welcome your feedback too.

Up front, let me state at least part of the motivation.  I’m trying to capture rethinking about education or formal learning. I’m tired of anything that allows folks to think knowledge dump and test is going to lead to meaningful change.  I’m also trying to ‘think out loud’ for myself.   And start getting more concrete about learning experience design.

Let me start with the second row from the top.  I want to start thinking about a learning experience as a series of activities, not a progression of content.  These can be a rich suite of things: engagement with a simulation, a group project, a museum visit, an interview, anything you might choose for an individual to engage in to further their learning. And, yes, it can  include traditional things: e.g. read this chapter.

This, by the way, has a direct relation to Project Tin Can, a proposal to supersede SCORM, allowing a greater variety of activities: Actor – Verb – Object, or I – did – this.  (For all I can recall, the origin of the diagram may have been an attempt to place Tin Can in a broad context!)

Around these activities, there are a couple of things. For one, content is accessed on the basis of the activities, not the other way around. Also, the activities produce products, and also reflections.

For the activities to be maximally valuable, they should produce output.  A sim use could produce a track of the learner’s exploration. A group project could provide a documented solution, or a concept-expression video or performance. An interview could produce an audio recording.  These products are portfolio items, going forward, and assessable items.  The assessment could be self, peer, or mentor.

However, in the context of ‘make your thinking visible’ (aka ‘show your  work’), there should also be reflections or cognitive annotations.  The underlying thinking needs to be visible for inspection. This is also part of your portfolio, and assessable. This is where, however, the opportunity to really recognize where the learner is, or is not, getting the content, and detect opportunities for assistance.

The learner is driven to content resources (audios, videos, documents, etc) by meaningful activity.  This in opposition to the notion that content dump happens before meaningful action. However, prior activities can ensure that learners are prepared to engage in the new activities.

The content could be pre-chosen, or the learners could be scaffolded in choosing appropriate materials. The latter is an opportunity for meta-learning.  Similarly, the choice of product could be determined, or up to learner/group choice, and again an opportunity for learning cross-project skills.  Helping learners create useful reflections is valuable (I recall guiding honours students to take credit for  the work they’d done; they were blind to much of the own hard work they had put in!).

When I presented this to the groups, there were several questions asked via post-its on the picture I hand-drew. Let me address them here:

What scale are you thinking about?

This unpacks. What goes into activity design is a whole separate area. And learning experience design may well play a role beneath this level.  However, the granularity of the activities is at issue.  I think about this at several scales, from an individual lesson plan to a full curriculum.    The choice of evaluation should be competency-based, assessed by rubrics, even jointly designed ones.  There is a lot of depth that is linked to this.

How does this differ from a traditional performance-based learning model?

I hadn’t heard of performance-based learning. Looking it up, there seems considerable overlap.  Also with outcome-based learning,  problem-based learning, or service learning, and similarly Understanding By Design.  It may not be more, I haven’t yet done the side-by-side. It’s scaling it up , and arguably a different lens, and maybe more, or not.  Still, I’m trying to carry it to more places, and help provide ways to think anew about instruction and formal education.

An interesting aside, for me, is that this does  segue to informal learning. That is, you, as an adult, choose certain activities to continue to develop your ability in certain areas.  Taking this framework provides a reference for learners to take control of their own learning, and develop their ability to be better learners.  Or so I would think, if done right.  Imagine the right side of the diagram moving from mentor to learner control.

How much is algorithmic?

That really depends.  Let me answer that in conjunction with this other comment:

Make a convert of this type of process out of a non-tech traditional process and tell that story…  

I can’t do that now, but one of the attendees suggested this sounded a lot like what she did in traditional design education. The point is that this framework is independent of technology.  You could be assigning studio and classroom and community projects, and getting back write-ups, performances, and more.  No digital tech involved.

There are definite ways in which technology can assist: providing tools for content search, and product and reflection generation, but this is not  about technology. You could be algorithmic in choosing from a suite of activities by a set of rules governing recommendations based upon learner performance, content available, etc.  You could also be algorithmic in programming some feedback around tech-traversal.  But that’s definitely not where I’m going right now.

Similarly, I’m going to answer two other questions together:

 How can I look at the path others take? and How can I see how I am doing?

The portfolio is really the answer.  You should be getting feedback on your products, and seeing others’ feedback (within limits).  This is definitely not intended to be individual, but instead hopefully it could be in a group, or at least some of the activities would be (e.g. communing on blog posts, participating in a discussion forum, etc).  In a tech-mediated environment, you could see others’ (anonymized) paths, access your feedback, and see traces of other’s trajectories.

The real question is: is this formulation useful? Does it give you a new and useful way of thinking about designing learning, and supporting learning?

Slow Learning – #change11

3 December 2011 by Clark 18 Comments

This is a longer post launching my week in the #change11 MOOC (Massively Open Online Course).  

Our formal learning approaches too often don‘t follow how our brains really work.   We have magic now; we can summon up powerful programs to do our bidding, gaze through webcams across distances, and bring anyone and anything to pretty much anywhere. Our limitations are no longer the technology, but our imaginations. The question is, what are we, and should be, doing with this technology?

I like to look at this a couple of ways. For one, I like to ask myself “what would my ideal learning situation be”

Stop and ask yourself that.   Go ahead, I‘ll wait.   And feel free to share!

For me, that would be having a personal mentor traveling with me, looking at my tasks, providing both support in the moment, and developing me slowly over time.   I talked about how we might systematize that in a post titled Sage at the Side.   I also talked about this model as Layered Learning.   That is, layering on learning across our life.

It‘s part of what my colleague Harold Jarche talks about when saying “work is learning and learning is work”, the notion that as organizations start empowering workers to adapt to the increasing complexity, there will be no difference between work and learning, and we‘ll have to move away from the ‘event‘ model of learning and start integrating learning more closely into our activities.   We‘ll need to have a closer coupling between our activities and the resources, creating what Jay Cross calls a workscape and I‘ve termed the performance ecosystem.   That is, having the tools to hand, including job aids, people, and skill development, but in a more systemic way.

Think about that: how would you construct an optimal performance environment for yourself?   What would it look like?   Again, feel free to share.

Would it look like an LMS over here, training away over there, job aids scattered across portals, and social networks hierarchically structured or completely banned?   Would you have spray-and-pray (aka show up and throw up) training?   Online courses that are clicky-clicky bling-bling? Resources accessible by the way the organization is siloed?   Even the simple and well-documented matter of spaced learning is largely violated in most of the learning interventions we propagate.   In short, all of this is in conflict with how the human brain works!

Look at how how we learn naturally, before schooling (what I call the 7 C‘s of natural learning). We see that we learn by being engaged in meaningful activity, and working with others.   It‘s not about knowledge dump and test, but instead about coupling engaged activity with reflection.   I like Collins, Brown, & Holum‘s Cognitive Apprenticeship as a model for thinking more richly about learning.   Other learning models are not static (c.f. Merrill‘s trajectory through CDT to ID2 to Ripples), and I believe they‘ll converge where Cognitive Apprenticeship is (albeit perhaps my slightly adulterated version thereof).   It talks about modeling, scaffolding and release, naturally incorporating social and meaningful activity into the learning process.

Taking a broader look, too many of our systems have a limited suite of solutions to choose from, and ignore a number of features that we need.   The ADDIE process assumes a course, and still doesn‘t have any real support for the emotional engagement aspect. A step above is the HPT approach, which does look at the learning need and checks to see whether the solution might be a course, a job aid, realigning incentives, or some other things. However, it still doesn‘t consider, really, engagement, nor does an adequate job of considering when connecting to a person is a more valuable solution than designing content.

And while Gloria Gery‘s seminal work on Electronic Performance Support Systems suggested that these systems could not only provide support in the moment but also develop the learners‘ understanding, I still don‘t see this in any systems in practice. Even GPSs don‘t help you understand the area, they just get you where you‘re trying to go. So we are still missing something.

I‘m really arguing for the need to come up with a broader perspective on learning.   I‘ve been calling it learning experience design, but really it‘s more.   It‘s a combination of performance support and learning (and it‘s badly in need of some branding help). The notion is a sort-of personal GPS for your knowledge work. It‘s knows where you want to go (since you told it), and it knows where you are geographically and semantically (via GPS and your calendar), and as it recognizes the context it can provide not only support in the moment, but layers on learning along the way.   And I think that we don‘t know really how to look at things this way yet; we don‘t have design models (to think about the experience conceptually), we don‘t have design processes (to go from goal to solution), and we don‘t have tools (to deliver this integrated experience).   Yet the limits are not technological; we have the ability to build the systems if we can conceptualize the needed framework.

I think this framework will need to start with considering the experience design, what is the flow of information and activity that will help develop the learner (e.g. “If you get the design right, there are lots of ways to implement it”).   Then we can get into the mechanics of how to distribute the experience across devices, information, people, etc.   But this is embryonic yet, I welcome your thoughts!

Really, I‘m looking to start matching our technology more closely to our brains.   Taking a   page from the slow movement (e.g. slow X, where X = food, sex, travel, …), I‘m talking about slow learning, where we start distributing our learning in ways that match the ways in which our brains work: meaningfulness, activation and reactivation, not separate but wrapped around our lives, etc.

There‘s lots more: addressing the epistemology of learners, mobile technologies, meta-learning & 21st C skills, and deep analytics and semantic systems, to name a few, but I think we need to start with the right conceptions.   Some of my notions of design may be too didactic, after all, and we‘ll need to couple information augmentation with meaning-making to make real progress, but I think this notion of stepping back and reflecting on what we might want to achieve and where we‘re currently inadequate is an initial step.

And now the initiative is over to you. I look forward to your thoughts.

Readings

Collins, A., Brown, J.S., and Holum, A. (1991).   .   Cognitive Apprenticeship: Making Thinking Visible. American Educator, Winter.

Quinn, C. (2004).   Learning at Large.   Educational Technology, 44, 4, 45-49.

Quinn, C. (2009). Populating the LearnScape: e-Learning as Strategy. In M. Allen (Ed.) Michael Allen‘s eLearning Annual 2009. Pfeiffer, San Francisco.

Quinn, C. (2010). Rethinking eLearning.   Learning Solutions Magazine. April.

Quinn, C. (2010). Designing for an uncertain world. Learnlets. April.

Thalheimer, W. (2006).  Spacing Learning Over Time.  Work Learning Research.

Intimacy & Immediacy

20 October 2011 by Clark 6 Comments

I’ve been wrestling with the difference between the smartphone (or PDA, aka the ‘pod’) versus a tablet (aka the ‘pad’), and it occurred to me that one way to think about it might be to distinguish between ‘intimacy’ and ‘immediacy’.

Laptops versus mobile devicesBy  immediacy, I’m talking about how you use the devices.  As Palm  documented  a long time ago, you use laptops only a few times per day, but for long periods of time.  Whereas you use mobile devices many times a day for quick access.  Tablets are actually more used like laptops in this respect.  You don’t tend to whip your tablet out, answer a quick question, and put it away.  The size tends to make it awkward to whip in and out, and instead is more amenable to using for a period of time.  Of course, smaller tablets may bridge the gap.

By intimacy, I mean the relationship to the device.  As Judy Brown defines a mobile device, it’s small enough to fit in your pocket, has a battery to last all day, and you really know it.  I’m particularly picking up on the latter, and moreover, that you can customize it. David Pogue has opined that it’s not really the smartphone that matters, but rather the ‘app phone’, and I think it’s important that you can optimize the device by loading it with capabilities that accessorize  your brain.  Though you can add ringtones, and even some apps (via, for instance, Brew), it’s much harder to augment your capabilities without a rich market of differentiated programs.

There’s more.  For one, the smaller screen means you have the device closer.  Laptops are inherently at arms length (or at least forearm’s length), to effectively use a keyboard. The smaller screen of a mobile device invites it closer, as does the small keyboard, using thumbs instead of the whole hand. A touchscreen  interface also invites a different relationship.

Characterizing laptop, tablet, and mobile devicesThis gives me a framework for distinguishing between the devices.  A laptop, even if customized by your applications, isn’t intimate, and by size isn’t used with immediacy.  Tablets are intimate, but not immediate.  Smartphones are intimate and  immediate.  Finally, there’s the category of immediate but not intimate. This might be the use of a touchscreen kiosk you find at a public spot or in a museum, or perhaps also using someone else’s device for a quick access.

This seems to give me a handle on thinking about the differences between tablets and smartphones & PDAs (I think the iPod touch is a great device, say for kids in schools).  Does it work for you?

 

« Previous Page
Next Page »

Clark Quinn

The Company

Search

Feedblitz (email) signup

Never miss a post
Your email address:*
Please wait...
Please enter all required fields Click to hide
Correct invalid entries Click to hide

Pages

  • About Learnlets and Quinnovation

The Serious eLearning Manifesto

Manifesto badge

Categories

  • design
  • games
  • meta-learning
  • mindmap
  • mobile
  • social
  • strategy
  • technology
  • Uncategorized
  • virtual worlds

License

Previous Posts

  • September 2025
  • August 2025
  • July 2025
  • June 2025
  • May 2025
  • April 2025
  • March 2025
  • February 2025
  • January 2025
  • December 2024
  • November 2024
  • October 2024
  • September 2024
  • August 2024
  • July 2024
  • June 2024
  • May 2024
  • April 2024
  • March 2024
  • February 2024
  • January 2024
  • December 2023
  • November 2023
  • October 2023
  • September 2023
  • August 2023
  • July 2023
  • June 2023
  • May 2023
  • April 2023
  • March 2023
  • February 2023
  • January 2023
  • December 2022
  • November 2022
  • October 2022
  • September 2022
  • August 2022
  • July 2022
  • June 2022
  • May 2022
  • April 2022
  • March 2022
  • February 2022
  • January 2022
  • December 2021
  • November 2021
  • October 2021
  • September 2021
  • August 2021
  • July 2021
  • June 2021
  • May 2021
  • April 2021
  • March 2021
  • February 2021
  • January 2021
  • December 2020
  • November 2020
  • October 2020
  • September 2020
  • August 2020
  • July 2020
  • June 2020
  • May 2020
  • April 2020
  • March 2020
  • February 2020
  • January 2020
  • December 2019
  • November 2019
  • October 2019
  • September 2019
  • August 2019
  • July 2019
  • June 2019
  • May 2019
  • April 2019
  • March 2019
  • February 2019
  • January 2019
  • December 2018
  • November 2018
  • October 2018
  • September 2018
  • August 2018
  • July 2018
  • June 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • January 2018
  • December 2017
  • November 2017
  • October 2017
  • September 2017
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • February 2017
  • January 2017
  • December 2016
  • November 2016
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • April 2016
  • March 2016
  • February 2016
  • January 2016
  • December 2015
  • November 2015
  • October 2015
  • September 2015
  • August 2015
  • July 2015
  • June 2015
  • May 2015
  • April 2015
  • March 2015
  • February 2015
  • January 2015
  • December 2014
  • November 2014
  • October 2014
  • September 2014
  • August 2014
  • July 2014
  • June 2014
  • May 2014
  • April 2014
  • March 2014
  • February 2014
  • January 2014
  • December 2013
  • November 2013
  • October 2013
  • September 2013
  • August 2013
  • July 2013
  • June 2013
  • May 2013
  • April 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010
  • November 2010
  • October 2010
  • September 2010
  • August 2010
  • July 2010
  • June 2010
  • May 2010
  • April 2010
  • March 2010
  • February 2010
  • January 2010
  • December 2009
  • November 2009
  • October 2009
  • September 2009
  • August 2009
  • July 2009
  • June 2009
  • May 2009
  • April 2009
  • March 2009
  • February 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • August 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • March 2007
  • February 2007
  • January 2007
  • December 2006
  • November 2006
  • October 2006
  • September 2006
  • August 2006
  • July 2006
  • June 2006
  • May 2006
  • April 2006
  • March 2006
  • February 2006
  • January 2006

Amazon Affiliate

Required to announce that, as an Amazon Associate, I earn from qualifying purchases. Mostly book links. Full disclosure.

We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.